Search Results

Search found 17366 results on 695 pages for 'memory card'.

Page 51/695 | < Previous Page | 47 48 49 50 51 52 53 54 55 56 57 58  | Next Page >

  • EMV credit/debit card chip application

    - by rohitamitpathak
    I am working in smart card industry and familiar with ISO 7816 and Java Card. Till now I worked for ID card, Health card and SIM application using GSM standard. Now I have a chance to work in EMV. Here I have some confusion like: Is a EMV credit/debit card will be a java card containing applet inside it? what standard I need to go through to develop emv debit/credit card application? Is there any good tutorial which helps to understand about EMV debit/credit Card application development? Is there any good simulator to develop and test emv card application?

    Read the article

  • Using the Onboard VGA output with a PCIe video card. Both nVidia

    - by sebikul
    I have 2 video cards, one On board, a nVidia 6150SE nForce 430 and a PCIe nVidia GeForce GT 220 1GB DDR2 RAM I have already configured the PCIe card to use the dual monitor feature, using the VGA and HDMI ports, but now I want to add a third monitor, using the On board VGA port I have managed to enable the On board graphics processor, which is taking 400MB of ram, but I cant manage to use it, nvidia-settings does not detect it, like it's not usable (but is there) My questions are the following: How can I manage to get the On board VGA display to work together with the PCIe graphics card? If possible, how can I recover those 400 MB the on board card is taking (even without being used) or how can I get it to use the PCIe card available memory? System Details: Linux 2.6.35-28-generic i686 Ubuntu 10.10 (All updates installed) NVIDIA Driver Version: 260.19.06 (Official) If more info is needed please let me know. Here is the lspci output when the On board card is disabled: 00:00.0 RAM memory: nVidia Corporation MCP61 Memory Controller (rev a1) 00:01.0 ISA bridge: nVidia Corporation MCP61 LPC Bridge (rev a2) 00:01.1 SMBus: nVidia Corporation MCP61 SMBus (rev a2) 00:01.2 RAM memory: nVidia Corporation MCP61 Memory Controller (rev a2) 00:01.3 Co-processor: nVidia Corporation MCP61 SMU (rev a2) 00:02.0 USB Controller: nVidia Corporation MCP61 USB Controller (rev a3) 00:02.1 USB Controller: nVidia Corporation MCP61 USB Controller (rev a3) 00:04.0 PCI bridge: nVidia Corporation MCP61 PCI bridge (rev a1) 00:05.0 Audio device: nVidia Corporation MCP61 High Definition Audio (rev a2) 00:06.0 IDE interface: nVidia Corporation MCP61 IDE (rev a2) 00:07.0 Bridge: nVidia Corporation MCP61 Ethernet (rev a2) 00:08.0 IDE interface: nVidia Corporation MCP61 SATA Controller (rev a2) 00:09.0 PCI bridge: nVidia Corporation MCP61 PCI Express bridge (rev a2) 00:0b.0 PCI bridge: nVidia Corporation MCP61 PCI Express bridge (rev a2) 00:0c.0 PCI bridge: nVidia Corporation MCP61 PCI Express bridge (rev a2) 00:0d.0 VGA compatible controller: nVidia Corporation C61 [GeForce 6150SE nForce 430] (rev a2) 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control 01:09.0 Ethernet controller: Intel Corporation 82557/8/9/0/1 Ethernet Pro 100 (rev 08) 02:00.0 VGA compatible controller: nVidia Corporation GT216 [GeForce GT 220] (rev a2) 02:00.1 Audio device: nVidia Corporation High Definition Audio Controller (rev a1) And this is when both are enabled: 00:00.0 RAM memory: nVidia Corporation MCP61 Memory Controller (rev a1) 00:01.0 ISA bridge: nVidia Corporation MCP61 LPC Bridge (rev a2) 00:01.1 SMBus: nVidia Corporation MCP61 SMBus (rev a2) 00:01.2 RAM memory: nVidia Corporation MCP61 Memory Controller (rev a2) 00:01.3 Co-processor: nVidia Corporation MCP61 SMU (rev a2) 00:02.0 USB Controller: nVidia Corporation MCP61 USB Controller (rev a3) 00:02.1 USB Controller: nVidia Corporation MCP61 USB Controller (rev a3) 00:04.0 PCI bridge: nVidia Corporation MCP61 PCI bridge (rev a1) 00:05.0 Audio device: nVidia Corporation MCP61 High Definition Audio (rev a2) 00:06.0 IDE interface: nVidia Corporation MCP61 IDE (rev a2) 00:07.0 Bridge: nVidia Corporation MCP61 Ethernet (rev a2) 00:08.0 IDE interface: nVidia Corporation MCP61 SATA Controller (rev a2) 00:09.0 PCI bridge: nVidia Corporation MCP61 PCI Express bridge (rev a2) 00:0b.0 PCI bridge: nVidia Corporation MCP61 PCI Express bridge (rev a2) 00:0c.0 PCI bridge: nVidia Corporation MCP61 PCI Express bridge (rev a2) 00:0d.0 VGA compatible controller: nVidia Corporation C61 [GeForce 6150SE nForce 430] (rev a2) 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control 01:09.0 Ethernet controller: Intel Corporation 82557/8/9/0/1 Ethernet Pro 100 (rev 08) 02:00.0 VGA compatible controller: nVidia Corporation GT216 [GeForce GT 220] (rev a2) 02:00.1 Audio device: nVidia Corporation High Definition Audio Controller (rev a1) Output of lshw -class display: *-display description: VGA compatible controller product: GT216 [GeForce GT 220] vendor: nVidia Corporation physical id: 0 bus info: pci@0000:02:00.0 version: a2 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vga_controller bus_master cap_list rom configuration: driver=nvidia latency=0 resources: irq:18 memory:df000000-dfffffff memory:c0000000-cfffffff memory:da000000-dbffffff ioport:ef80(size=128) memory:def80000-deffffff *-display description: VGA compatible controller product: C61 [GeForce 6150SE nForce 430] vendor: nVidia Corporation physical id: d bus info: pci@0000:00:0d.0 version: a2 width: 64 bits clock: 66MHz capabilities: pm msi vga_controller bus_master cap_list rom configuration: driver=nvidia latency=0 resources: irq:22 memory:dd000000-ddffffff memory:b0000000-bfffffff memory:dc000000-dcffffff memory:deb40000-deb5ffff If what I'm looking for is not possible, please tell me, so I can disable the On board card and recover those 400MB of wasted RAM Thanks for your help!

    Read the article

  • SQL SERVER – Two Puzzles – Answer and Win USD 25 Gift Card

    - by pinaldave
    Today I have two simple T-SQL Puzzle. You can answer them and win USD 25 Gift card. The gift card will be sent in email to winner. You will get choice of Gift Card brand based on your preference and country location. Puzzle 1: What will be the outcome and why? DECLARE @x REAL; SET @x = 9E-40 SELECT @x; The outcome here is obvious as I have used negative number in assignment. What is the reason behind the same? Puzzle 2: Why will be the outcome different from Puzzle 1: DECLARE @y REAL; SET @y = 9E+40 SELECT @y; The outcome of this puzzle very different from puzzle 1  as I have used positive number. There is number six (6) in the resultset why? Msg 232, Level 16, State 2, Line 2 Arithmetic overflow error for type real, value = 90000000000000006000000000000000000000000.000000. How to participate To win the Gift Card USD 25 you will have to answer both of the question on my Facebook page. If you are on twitter – you can increase the chance of winning by tweeting your participation. This contest is open for any one from any country. The winner will be selected Randomly. Winner will be announced on July 7, 2011. Related Post: SQLAuthority News – Monthly list of Puzzles and Solutions on SQLAuthority.com Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Puzzle, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology

    Read the article

  • How to Install a Wireless Card in Linux Using Windows Drivers

    - by Justin Garrison
    Linux has come a long way with hardware support, but if you have a wireless card that still does not have native Linux drivers you might be able to get the card working with a Windows driver and ndiswrapper. Using a Windows driver inside of Linux may also give you faster transfer rates or better encryption support depending on your wireless card. If your wireless card is working, it is not recommended to install the Windows driver just for fun because it could cause a conflict with the native Linux driver Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Smart Taskbar Is a Thumb Friendly Android Task Launcher Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic] Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox Androidify Turns You into an Android-style Avatar

    Read the article

  • Can't use nvidia card/driver on optimus notebook

    - by Mr. Pixel
    I installed (once again) the latest official nvidia driver for my GT540m on Ubuntu 11.10. Even though everything seems OK with my xorg.conf file (I've manually added BusID "PCI:1:0:0", since lspci shows 01:00.0 for my GPU). The problem is, when I use the xorg.conf file generated by Xorg -configure, Xorg automatically loads the Intel GPU. So I removed everything that was not related to my nvidia card, basically leaving my xorg.conf with one screen and one device (with the nvidia driver and the above-mentioned BusID), and Xorg fails to start. The log says something like "Devices on GT540m [newline] none" And a few lines later, something like "NVIDIA(0) found a screen, but have no device for it". When I don't set the BusID, it doesn't seem to detect my card either. Thank you for any suggestion. PS: If possible, I'd like to avoid bumblebee or any similar "hybrid graphics" solution, last time I tried I ended up reinstalling Ubuntu. Edit: Allow me to clarify the problem. I have a notebook with a GT540m graphics card, and an integrated intel gpu. I want to use the graphics card with full hardware acceleration and its official driver, as I do under windows.

    Read the article

  • Effect of using dedicated NVidia card instead of Intel HD4000

    - by Sman789
    Short version: Can someone please advise me of the effect of adding a dedicated NVIDIA GeForce GT 630M card to an Ubuntu laptop in terms of power consumption and performance gains/losses when doing general productivity tasks and booting up. Also, how good are the closed source, open source, and Bumblebee drivers for these newer cards compared to support for the Intel HD4000? Long version/Background, if any info here is helpful: I'm thinking of ordering a laptop from PC Specialist (a UK company who actually sell machines without Windows pre-installed) with the following specifications: Genesis IV: 15.6" AUO Matte 95% Gamut LED Widescreen (1920x1080) Intel® Core™i5 Dual Core Mobile Processor i5-3210M (2.50GHz) 3MB 4GB SAMSUNG 1600MHz SODIMM DDR3 MEMORY (1 x 4GB) 120GB INTEL® 520 SERIES SSD, SATA 6 Gb/s (upto 550MB/sR | 520MB/sW) Intel 2 Channel High Definition Audio + MIC/Headphone Jack GIGABIT LAN & WIRELESS INTEL® N135 802.11N (150Mbps) + BLUETOOTH Now, as I want this laptop mainly for work and not for games, I would be more than content with the HD4000 integrated chip which comes with the processor. However, for compatibility reasons, I am not able to get the specs I want unless I choose a NVIDIA GeForce GT 630M 1GB graphics card, which I don't have a great deal of use for. I'm willing to buy it, however, as it's still cheaper than any other laptop with the specs I want. However, I know that Linux power management isn't fantastic with open-source graphics drivers, and I don't much about Bumblebee. Basically, whilst I'm happy to 'tolerate' the card being there, I don't want to experience any negative effects on the rest of my system (battery, performance etc) and if there are likely to be any, I might reconsider my purchase. So if anyone can advise me on the effects, I would be very grateful, since I doubt I can just turn the card off. Thankyou for any assistance :)

    Read the article

  • How can I dynamically load the correct sprite from a sprite sheet?

    - by Leonard Challis
    I am making a simple card game in unity. The game is based on a standard 52-card pack, with identical backs for unique faces. In my particular game different cards are worth different values and have various special abilities. The game will have 52 cards on the table (on the draw position or in the face-down deck or in someone's hand) at all times, so this number won't change. I thought that making a Card prefab and instantiating 52 of these manually would be a bad idea. Even doing it in code, I thought, would be a bit OTT, and that I should just instantiate visual cards when they are face-up to the player. I have a sprite sheet of the 52 cards and the back, which is imported as a Sprite in multiple mode, sliced in to a grid containing all the cards needed to play the game. The problem I now face is that, through my GameController script I want to generate a shuffled pack of cards, deal some to each player and then show those cards to a player. However, I am not sure of the best way, or even if it's possible, to do this dynamically with the sprite sheets as they are. For instance if I have the following: private CardRank rank; private CardSuite suite; private void Start() { this.rank = CardRank.Ace; this.suite = CardSuite.Spades; } This class would be instantiated by the game manager. I would have 52 of these in code. Whenever I have to visually show a card in the scene, I would use a card prefab, which is essentially a game object with a SpriteRenderer on it. I would need to dynamically load the correct sprite for this object from the spritesheet. The sliced sprites from the sprite sheet actually have names in the format AS (Ace of Spades), 7H (Seven of Hearts), etc - though this was a manual thing I did myself of course. I have also tried various alternative solutions, including creating animations, having separate sprites not in a spritesheet and having an array of available sprites in an array with a specific index for each card, but none seem as elegant as trying to load the correct sprite at runtime, as I'm trying to. So, how do I load a specific sprite from a spritesheet at runtime? I'm open to suggestions, even those that make me think differently about how to approach the problem.

    Read the article

  • Why does IHttpAsyncHandler leak memory under load?

    - by Anton
    I have noticed that the .NET IHttpAsyncHandler (and the IHttpHandler, to a lesser degree) leak memory when subjected to concurrent web requests. In my tests, the development web server (Cassini) jumps from 6MB memory to over 100MB, and once the test is finished, none of it is reclaimed. The problem can be reproduced easily. Create a new solution (LeakyHandler) with two projects: An ASP.NET web application (LeakyHandler.WebApp) A Console application (LeakyHandler.ConsoleApp) In LeakyHandler.WebApp: Create a class called TestHandler that implements IHttpAsyncHandler. In the request processing, do a brief Sleep and end the response. Add the HTTP handler to Web.config as test.ashx. In LeakyHandler.ConsoleApp: Generate a large number of HttpWebRequests to test.ashx and execute them asynchronously. As the number of HttpWebRequests (sampleSize) is increased, the memory leak is made more and more apparent. LeakyHandler.WebApp TestHandler.cs namespace LeakyHandler.WebApp { public class TestHandler : IHttpAsyncHandler { #region IHttpAsyncHandler Members private ProcessRequestDelegate Delegate { get; set; } public delegate void ProcessRequestDelegate(HttpContext context); public IAsyncResult BeginProcessRequest(HttpContext context, AsyncCallback cb, object extraData) { Delegate = ProcessRequest; return Delegate.BeginInvoke(context, cb, extraData); } public void EndProcessRequest(IAsyncResult result) { Delegate.EndInvoke(result); } #endregion #region IHttpHandler Members public bool IsReusable { get { return true; } } public void ProcessRequest(HttpContext context) { Thread.Sleep(10); context.Response.End(); } #endregion } } LeakyHandler.WebApp Web.config <?xml version="1.0"?> <configuration> <system.web> <compilation debug="false" /> <httpHandlers> <add verb="POST" path="test.ashx" type="LeakyHandler.WebApp.TestHandler" /> </httpHandlers> </system.web> </configuration> LeakyHandler.ConsoleApp Program.cs namespace LeakyHandler.ConsoleApp { class Program { private static int sampleSize = 10000; private static int startedCount = 0; private static int completedCount = 0; static void Main(string[] args) { Console.WriteLine("Press any key to start."); Console.ReadKey(); string url = "http://localhost:3000/test.ashx"; for (int i = 0; i < sampleSize; i++) { HttpWebRequest request = (HttpWebRequest)WebRequest.Create(url); request.Method = "POST"; request.BeginGetResponse(GetResponseCallback, request); Console.WriteLine("S: " + Interlocked.Increment(ref startedCount)); } Console.ReadKey(); } static void GetResponseCallback(IAsyncResult result) { HttpWebRequest request = (HttpWebRequest)result.AsyncState; HttpWebResponse response = (HttpWebResponse)request.EndGetResponse(result); try { using (Stream stream = response.GetResponseStream()) { using (StreamReader streamReader = new StreamReader(stream)) { streamReader.ReadToEnd(); System.Console.WriteLine("C: " + Interlocked.Increment(ref completedCount)); } } response.Close(); } catch (Exception ex) { System.Console.WriteLine("Error processing response: " + ex.Message); } } } }

    Read the article

  • MODI leaking memory

    - by Khragg
    I have an app where I'm using MODI 2007 to OCR several multi-page tiff files. I have found that when I kick it off on a directory that contains several good tiffs but also some tiffs that cannot be opened in Windows Picture and Fax Viewer, then MODI also fails to OCR those "bad" tiffs. When this happens, the app is unable to reclaim any of the memory that was used by MODI to OCR those tiffs. After the tool tries to OCR too many of these "bad" tiffs, the machine runs out of memory and the app crashes. I have tried several code fixes from the web that supposedly fix any MODI memory leaks, but so far none have worked for me. I am pasting in the part of the code below that does the OCRing: StringBuilder strRecText = new StringBuilder(10000); MODI.Document doc1 = new MODI.Document(); doc1.Create(name); try { doc1.OCR(MODI.MiLANGUAGES.miLANG_ENGLISH, true, true); // this will ocr all pages of a multi-page tiff file } catch (Exception e) { doc1.Close(false); // clean up if (doc1 != null) { GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers(); System.Runtime.InteropServices.Marshal.FinalReleaseComObject(doc1); doc1 = null; } } MODI.Images images = doc1.Images; for (int imageCounter = 0; imageCounter < images.Count; imageCounter++) { if (imageCounter > 0) { if (!noPageBreakFlag) { strRecText.Append((char)pageBreakChar); } } MODI.Image image = (MODI.Image)images[imageCounter]; MODI.Layout layout = image.Layout; strRecText.Append(layout.Text); GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers(); if (layout != null) { System.Runtime.InteropServices.Marshal.FinalReleaseComObject(layout); layout = null; } if (image != null) { System.Runtime.InteropServices.Marshal.FinalReleaseComObject(image); image = null; } } File.AppendAllText(ocrFile, strRecText.ToString()); // write the OCR file out to disk GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers(); if (images != null) { System.Runtime.InteropServices.Marshal.FinalReleaseComObject(images); images = null; } GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers(); doc1.Close(false); // clean up if (doc1 != null) { System.Runtime.InteropServices.Marshal.FinalReleaseComObject(doc1); doc1 = null; } GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers();

    Read the article

  • RAM caching causes severe performance drops

    - by B T
    I have read plenty of threads on memory caching and the standard response of "large cache is good, it shouldn't effect performance", "the kernel knows best". I have recently upgraded from 12.04 to 12.10 and changed from VirtualBox to VMware Workstation and the performance differences are severe (I suspect it is because of the latter). When I am running my virtual machine the system load monitor graph shows less than 50% memory usage generally. System load indicator is showing me that the rest of my RAM is used in the cache all the time. Plain and simple this is the comparison: BEFORE Cache was very sparingly used, pretty much none of my memory usage was the cache Swappiness was 0 (caused my memory to be used first, then swap only if needed) Performance was quite good and logical RAM was used fully first, caching was minimal. I could run enough software to utilize my full 4GB of RAM without any performance degradation whatsoever Swap space was then used as needed which was obviously slower (I am on a HDD) but was still usable when the current program was loaded into memory AFTER Cache is used to fill the full 4GB as soon as my virtual machine is run Swappiness is 0 (same behaviour as before but cache uses full memory straight away) Performance is terrible and unusable while running Ubuntu software Basic things like changing windows takes 2 minutes + Changing screens happens frame by frame over sometimes up to 5 minutes Cannot run an IDE and VM like I could with ease before So basically, any suggestions on how to take my performance back to how it was before while keeping my current setup? My suspicion is VMWare is the problem, but how do I see what is tied to the use of the cache? Surely there is a way to control this behaviour in software as polished as VMware? Thanks EDIT: Could also be important to note that the behaviour differs depending on whether VMware is open or closed. If VMware is open, then the ram will lock at like 50% and 50% cache and go into the complete lock up mentioned above. Contrastingly, if VMware is closed (after being open), then the RAM will continue to rise as it needs / cache will stay as the complete remaining memory and there is no noticeable performance degradation.

    Read the article

  • -[UIImage drawInRect:] / CGContextDrawImage() not releasing memory?

    - by sohocoke
    I wanted to easily blend a UIImage on top of another background image, so wrote a category method for UIImage, adapted from http://stackoverflow.com/questions/1309757/blend-two-uiimages : - (UIImage *) blendedImageOn:(UIImage *) backgroundImage { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; UIGraphicsBeginImageContext(backgroundImage.size); CGRect rect = CGRectMake(0, 0, backgroundImage.size.width, backgroundImage.size.height); [backgroundImage drawInRect:rect]; [self drawInRect:rect]; UIImage* blendedImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); [pool release]; return blendedImage; } Unfortunately my app that uses the above method to load around 20 images and blend them with background and gloss images (so probably around 40 calls), is being jettisoned on the device. An Instruments session revealed that calls to malloc stemming from the calls to drawInRect: are responsible for the bulk of the memory usage. I tried replacing the drawInRect: messages with equivalent function calls to the function CGContextDrawImage but it didn't help. The AutoReleasePool was added after I found the memory usage problem; it also didn't make a difference. I'm thinking this is probably because I'm not using graphics contexts appropriately. Would calling the above method in a loop be a bad idea because of the number of contexts I create? Or did I simply miss something?

    Read the article

  • memory warning, generating UIImagefrom pdf files in objective-c

    - by favo
    When converting PDF Pages into UIImages I receive memory warnings all the time. It seems there is either some leak or something else that eats my memory. Using instruments didn't give me any helpful details. I'm using the following function to generate images from a pdf file: - (UIImage*)pdfImage:(NSString*)pdfFilename page:(int)page { CFURLRef pdfURL = CFURLCreateWithFileSystemPath(kCFAllocatorDefault, (CFStringRef)pdfFilename, kCFURLPOSIXPathStyle, false); CGPDFDocumentRef pdfRef = CGPDFDocumentCreateWithURL((CFURLRef)pdfURL); CFRelease(pdfURL); CGPDFPageRef pdfPage = CGPDFDocumentGetPage(pdfRef, page); CGRect pdfPageSize = CGPDFPageGetBoxRect(pdfPage, kCGPDFBleedBox); float pdfScale; if ( pdfPageSize.size.width < pdfPageSize.size.height ) { pdfScale = PDF_MIN_SIZE / pdfPageSize.size.width; } else { pdfScale = PDF_MIN_SIZE / pdfPageSize.size.height; } CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(NULL, pdfPageSize.size.width*pdfScale, pdfPageSize.size.height*pdfScale, 8, (int)pdfPageSize.size.width*pdfScale * 4, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); // CGContextClipToRect(context, pdfPageView.frame); // CGPDFPageRetain(pdfPage); CGAffineTransform transform = aspectFit(CGPDFPageGetBoxRect(pdfPage, kCGPDFBleedBox), CGContextGetClipBoundingBox(context)); CGContextConcatCTM(context, transform); CGContextDrawPDFPage(context, pdfPage); // CGPDFPageRelease (pdfPage); CGImageRef image = CGBitmapContextCreateImage(context); CGContextRelease(context); UIImage *finalImage = [UIImage imageWithCGImage:image]; CGImageRelease(image); CGPDFDocumentRelease(pdfRef); return finalImage; } I am releasing the document and everything else, so where could be the problem? Thanks for your help!

    Read the article

  • UIImageJPEGRepresentation - memory release issue

    - by FredM
    On a iPhone app, I need to send a jpg by mail with a maximum size of 300Ko (I don't no the maximum size mail.app can have, but it's another problem). To do that, I'm trying to decrease quality until obtain an image under 300Ko. In order to obtain the good value of the quality (compressionLevel) who give me a jpg under 300Ko, I have made the following loop. It's working, but each time time the loop is executed, the memory increase of the size of the original size of my jpg (700Ko) despite the "[tmpImage release];". float compressionLevel = 1.0f; int size = 300001; while (size 300000) { UIImage *tmpImage =[[UIImage alloc] initWithContentsOfFile:[self fullDocumentsPathForTheFile:@"countOpix_imageToAnalyse.jpg"]]; size = [UIImageJPEGRepresentation(tmpImage, compressionLevel) length]; [tmpImage release]; //In the following line, the 0.001f decrement is choose just in order test the increase of the memory //compressionLevel = compressionLevel - 0.001f; NSLog(@"Compression: %f",compressionLevel); } Any ideas about how can i get it off, or why it happens? thanks

    Read the article

  • iPhone: Memory leak when using NSOperationQueue...

    - by MacTouch
    Hi, I'm sitting here for at least half an hour to find a memory leak in my code. I just replaced an synchronous call to a (touch) method with an asynchronous one using NSOperationQueue. The Leak Inspector reports a memory leak after I did the change to the code. What's wrong with the version using NSOperationQueue? Version without a MemoryLeak -(NSData *)dataForKey:(NSString*)ressourceId_ { NSString *path = [self cachePathForKey:ressourceId_]; // returns an autoreleased NSString* NSString *cacheKey = [self cacheKeyForRessource:ressourceId_]; // returns an autoreleased NSString* NSData *data = [[self memoryCache] valueForKey:cacheKey]; if (!data) { data = [self loadData:path]; // returns an autoreleased NSData* if (data) { [[self memoryCache] setObject:data forKey:cacheKey]; } } [[self touch:path]; return data; } Version with a MemoryLeak (I do not see any) -(NSData *)dataForKey:(NSString*)ressourceId_ { NSString *path = [self cachePathForKey:ressourceId_]; // returns an autoreleased NSString* NSString *cacheKey = [self cacheKeyForRessource:ressourceId_]; // returns an autoreleased NSString* NSData *data = [[self memoryCache] valueForKey:cacheKey]; if (!data) { data = [self loadData:path]; // returns an autoreleased NSData* if (data) { [[self memoryCache] setObject:data forKey:cacheKey]; } } NSInvocationOperation *touchOp = [[NSInvocationOperation alloc] initWithTarget:self selector:@selector(touch:) object:path]; [[self operationQueue] addOperation:touchOp]; [touchOp release]; return data; } And of course, the touch method does nothing special too. Just change the date of the file. -(void)touch:(id)path_ { NSString *path = (NSString *)path_ NSFileManager *fm = [NSFileManager defaultManager]; if ([fm fileExistsAtPath:path]) { NSDictionary *attributes = [NSDictionary dictionaryWithObjectsAndKeys:[NSDate date], NSFileModificationDate, nil]; [fm setAttributes: attributes ofItemAtPath:path error:nil]; } }

    Read the article

  • Salesforce/PHP - outbound messages (SOAP) - memory limit issue

    - by Phill Pafford
    I'm using Salesforce to send outbound messages (via SOAP) to another server. The server can process about 8 messages at a time, but will not send back the ACK file if the SOAP request contains more than 8 messages. SF can send up to 100 outbound messages in 1 SOAP request and I think this is causing a memory issue with PHP. If I process the outbound messages 1 by 1 they all go through fine, I can even do 8 at a time with no issues. But larger sets are not working. ERROR in SF: org.xml.sax.SAXParseException: Premature end of file Looking in the HTTP error logs I see that the incoming SOAP message looks to be getting cut of which throws a PHP warning stating: Premature end of data in tag ... PHP Fatal error: Call to a member function getAttribute() on a non-object This leads me to believe that PHP is having a memory issue and can not parse the incoming message due to it's size. I was thinking I could just set: ini_set('memory_limit', '64M'); But would this be the correct approach? Is there a way I could set this to increase with the incoming SOAP request dynamically? UPDATE: Adding some code $data = fopen('php://input','rb'); $headers = getallheaders(); $content_length = $headers['Content-Length']; $buffer_length = 1000; $fread_length = $content_length + $buffer_length; $content = fread($data,$fread_length); /** * Parse values from soap string into DOM XML */ $dom = new DOMDocument(); $dom->loadXML($content); ....

    Read the article

  • Memory leak while asynchronously loading BitmapSource images

    - by harry
    I have a fair few images that I'm loading into a ListBox in my WPF application. Originally I was using GDI to resize the images (the originals take up far too much memory). That was fine, except they were taking about 400ms per image. Not so fine. So in search of another solution I found a method that uses TransformedBitmap (which inherits from BitmapSource). That's great, I thought, I can use that. Except I'm now getting memory leaks somewhere... I'm loading the images asynchronously using a BackgroundWorker like so: BitmapSource bs = ImageUtils.ResizeBitmapSource(ImageUtils.GetImageSource(photo.FullName)); //BitmapSource bs = ImageUtils.GetImageSource(photo.FullName); bs.Freeze(); this.dispatcher.Invoke(new Action(() => { photo.Source = bs; })); GetImageSource just gets the Bitmap from the path and then converts to BitmapSource. Here's the code snippet for ResizeBitmapSource: const int thumbnailSize = 200; int width; int height; if (bs.Width > bs.Height) { width = thumbnailSize; height = (int)(bs.Height * thumbnailSize / bs.Width); } else { height = thumbnailSize; width = (int)(bs.Width * thumbnailSize / bs.Height); } BitmapSource tbBitmap = new TransformedBitmap(bs, new ScaleTransform(width / bs.Width, height / bs.Height, 0, 0)); return tbBitmap; That code is essentially the code from: http://rongchaua.net/blog/c-wpf-fast-image-resize/ Any ideas what could be causing the leak?

    Read the article

  • iPhone - UIImage imageScaledToSize Memory Issue

    - by bbullis21
    I have done research and tried several times to release the UIImage memory and have been unsuccessful. I saw one other post on the internet where someone else was having this same issue. Everytime imageScaledToSize is called, the ObjectAlloc continues to climb. In the following code I am pulling a local image from my resource directory and resizing it with some blur. Can someone provide some help on how to release the memory of the UIImages called....scaledImage and labelImage. This is the chunk of code where the iPhone Intruments has shown to have the ObjectAlloc build up. This chunk of code is called several times with an NSTimer. //Get local image from inside resource NSString * fileLocation = [[NSBundle mainBundle] pathForResource:imgMain ofType:@"jpg"]; NSData * imageData = [NSData dataWithContentsOfFile:fileLocation]; UIImage * blurMe = [UIImage imageWithData:imageData]; //Resize and blur image UIImage * scaledImage = [blurMe _imageScaledToSize:CGSizeMake(blurMe.size.width / dblBlurLevel, blurMe.size.width / dblBlurLevel) interpolationQuality:3.0]; UIImage * labelImage = [scaledImage _imageScaledToSize:blurMe.size interpolationQuality:3.0]; imgView.image = labelImage;

    Read the article

  • ffmpeg(libavcodec). memory leaks in avcodec_encode_video

    - by gavlig
    I'm trying to transcode a video with help of libavcodec. On transcoding big video files(hour or more) i get huge memory leaks in avcodec_encode_video. I have tried to debug it, but with different video files different functions produce leaks, i have got a little bit confused about that :). [Here] (http://stackoverflow.com/questions/4201481/ffmpeg-with-qt-memory-leak) is the same issue that i have, but i have no idea how did that person solve it. QtFFmpegwrapper seems to do the same i do(or i missed something). my method is lower. I took care about aFrame and aPacket outside with av_free and av_free_packet. int Videocut::encode( AVStream *anOutputStream, AVFrame *aFrame, AVPacket *aPacket ) { AVCodecContext *outputCodec = anOutputStream->codec; if (!anOutputStream || !aFrame || !aPacket) { return 1; /* NOTREACHED */ } uint8_t * buffer = (uint8_t *)malloc( sizeof(uint8_t) * _DefaultEncodeBufferSize ); if (NULL == buffer) { return 2; /* NOTREACHED */ } int packetSize = avcodec_encode_video( outputCodec, buffer, _DefaultEncodeBufferSize, aFrame ); if (packetSize < 0) { free(buffer); return 1; /* NOTREACHED */ } aPacket->data = buffer; aPacket->size = packetSize; return 0; }

    Read the article

  • How to debug anomalous C memory/stack problems

    - by EBM
    Hello, Sorry I can't be specific with code, but the problems I am seeing are anomalous. Character string values seem to be getting changed depending on other, unrelated code. For example, the value of the argument that is passed around below will change merely depending on if I comment out one or two of the fprintf() calls! By the last fprintf() the value is typically completely empty (and no, I have checked to make sure I am not modifying the argument directly... all I have to do is comment out a fprintf() or add another fprintf() and the value of the string will change at certain points!): static process_args(char *arg) { /* debug */ fprintf(stderr, "Function arg is %s\n", arg); ...do a bunch of stuff including call another function that uses alloc()... /* debug */ fprintf(stderr, "Function arg is now %s\n", arg); } int main(int argc, char *argv[]) { char *my_arg; ... do a bunch of stuff ... /* just to show you it's nothing to do with the argv array */ my_string = strdup(argv[1]); /* debug */ fprintf(stderr, "Argument 1 is %s\n", my_string); process_args(my_string); } There's more code all around, so I can't ask for someone to debug my program -- what I want to know is HOW can I debug why character strings like this are getting their memory changed or overwritten based on unrelated code. Is my memory limited? My stack too small? How do I tell? What else can I do to track down the issue? My program isn't huge, it's like a thousand lines of code give or take and a couple dynamically linked external libs, but nothing out of the ordinary. HELP! TIA!

    Read the article

  • OpenGL/Carbon/Cocoa Memory Management Autorelease issue

    - by Stephen Furlani
    Hoooboy, I've got another doozy of a memory problem. I'm creating a Carbon (AGL) Window, in C++ and it's telling me that I'm autorelease-ing it without a pool in place. uh... what? I thought Carbon existed outside of the NSAutoreleasePool... When I call glEnable(GL_TEXTURE_2D) to do some stuff, it gives me a EXC_BAD_ACCESS warning - but if the AGL Window is never getting release'd, then shouldn't it exist? Setting set objc-non-blocking-mode at (gdb) doesn't make the problem go away. So I guess my question is WHAT IS UP WITH CARBON/COCOA/NSAutoreleasePool? And... are there any resources for Objective-C++? Because crap like this keeps happening to me. Thanks, -Stephen --- CODE --- Test Draw Function void Channel::frameDraw( const uint32_t frameID) { eq::Channel::frameDraw( frameID ); getWindow()->makeCurrent(false); glEnable(GL_TEXTURE_2D); // Throws Error Here } Make Current (Equalizer API from Eyescale) void Window::makeCurrent( const bool useCache ) const { if( useCache && getPipe()->isCurrent( this )) return; _osWindow->makeCurrent(); } void AGLWindow::makeCurrent() const { aglSetCurrentContext( _aglContext ); AGLWindowIF::makeCurrent(); if( _aglContext ) { EQ_GL_ERROR( "After aglSetCurrentContext" ); } } _aglContext is a valid memory location (i.e. not NULL) when I step through. -S!

    Read the article

  • Loading animation Memory leak

    - by Ayaz Alavi
    Hi, I have written network class that is managing all network calls for my application. There are two methods showLoadingAnimationView and hideLoadingAnimationView that will show UIActivityIndicatorView in a view over my current viewcontroller with fade background. I am getting memory leaks somewhere on these two methods. Here is the code -(void)showLoadingAnimationView { textmeAppDelegate *textme = (textmeAppDelegate *)[[UIApplication sharedApplication] delegate]; [[UIApplication sharedApplication] setNetworkActivityIndicatorVisible:YES]; if(wrapperLoading != nil) { [wrapperLoading release]; } wrapperLoading = [[UIView alloc] initWithFrame:CGRectMake(0.0, 0.0, 320.0, 480.0)]; wrapperLoading.backgroundColor = [UIColor clearColor]; wrapperLoading.alpha = 0.8; UIView *_loadingBG = [[UIView alloc] initWithFrame:CGRectMake(0.0, 0.0, 320.0, 480.0)]; _loadingBG.backgroundColor = [UIColor blackColor]; _loadingBG.alpha = 0.4; circlingWheel = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge]; CGRect wheelFrame = circlingWheel.frame; circlingWheel.frame = CGRectMake(((320.0 - wheelFrame.size.width) / 2.0), ((480.0 - wheelFrame.size.height) / 2.0), wheelFrame.size.width, wheelFrame.size.height); [wrapperLoading addSubview:_loadingBG]; [wrapperLoading addSubview:circlingWheel]; [circlingWheel startAnimating]; [textme.window addSubview:wrapperLoading]; [_loadingBG release]; [circlingWheel release]; } -(void)hideLoadingAnimationView { [[UIApplication sharedApplication] setNetworkActivityIndicatorVisible:NO]; wrapperLoading.alpha = 0.0; [self.wrapperLoading removeFromSuperview]; //[NSTimer scheduledTimerWithTimeInterval:0.8 target:wrapperLoading selector:@selector(removeFromSuperview) userInfo:nil repeats:NO]; } Here is how I am calling these two methods [NSThread detachNewThreadSelector:@selector(showLoadingAnimationView) toTarget:self withObject:nil]; and then somewhere later in the code i am using following function call to hide animation. [self hideLoadingAnimationView]; I am getting memory leaks when I call showLoadingAnimationView function. Anything wrong in the code or is there any better technique to show loading animation when we do network calls?

    Read the article

  • Delphi 6 OleServer.pas Invoke memory leak

    - by Mike Davis
    There's a bug in delphi 6 which you can find some reference online for when you import a tlb the order of the parameters in an event invocation is reversed. It is reversed once in the imported header and once in TServerEventDIspatch.Invoke. you can find more information about it here: http://cc.embarcadero.com/Item/16496 somewhat related to this issue there appears to be a memory leak in TServerEventDispatch.Invoke with a parameter of a Variant of type Var_Array (maybe others, but this is the more obvious one i could see). The invoke code copies the args into a VarArray to be passed to the event handler and then copies the VarArray back to the args after the call, relevant code pasted below: // Set our array to appropriate length SetLength(VarArray, ParamCount); // Copy over data for I := Low(VarArray) to High(VarArray) do VarArray[I] := OleVariant(TDispParams(Params).rgvarg^[I]); // Invoke Server proxy class if FServer <> nil then FServer.InvokeEvent(DispID, VarArray); // Copy data back for I := Low(VarArray) to High(VarArray) do OleVariant(TDispParams(Params).rgvarg^[I]) := VarArray[I]; // Clean array SetLength(VarArray, 0); There are some obvious work-arounds in my case: if i skip the copying back in case of a VarArray parameter it fixes the leak. to not change the functionality i thought i should copy the data in the array instead of the variant back to the params but that can get complicated since it can hold other variants and seems to me that would need to be done recursively. Since a change in OleServer will have a ripple effect i want to make sure my change here is strictly correct. can anyone shed some light on exactly why memory is being leaked here? I can't seem to look up the callstack any lower than TServerEventDIspatch.Invoke (why is that?) I imagine that in the process of copying the Variant holding the VarArray back to the param list it added a reference to the array thus not allowing it to be release as normal but that's just a rough guess and i can't track down the code to back it up. Maybe someone with a better understanding of all this could shed some light?

    Read the article

  • Mysqli results memory usage

    - by Poe
    Why is the memory consumption in this query continuing to rise as the internal pointer progresses through loop? How to make this more efficient and lean? $link = mysqli_connect(...); $result = mysqli_query($link,$query); // 403,268 rows in result set while ($row = mysqli_fetch_row($result)) { // print time, (get memory usage), -- row number } mysqli_free_result(); mysqli_close($link); /* 06:55:25 (1240336) -- Run query 06:55:26 (39958736) -- Query finished 06:55:26 (39958784) -- Begin loop 06:55:26 (39960688) -- Row 0 06:55:26 (45240712) -- Row 10000 06:55:26 (50520712) -- Row 20000 06:55:26 (55800712) -- Row 30000 06:55:26 (61080712) -- Row 40000 06:55:26 (66360712) -- Row 50000 06:55:26 (71640712) -- Row 60000 06:55:26 (76920712) -- Row 70000 06:55:26 (82200712) -- Row 80000 06:55:26 (87480712) -- Row 90000 06:55:26 (92760712) -- Row 100000 06:55:26 (98040712) -- Row 110000 06:55:26 (103320712) -- Row 120000 06:55:26 (108600712) -- Row 130000 06:55:26 (113880712) -- Row 140000 06:55:26 (119160712) -- Row 150000 06:55:26 (124440712) -- Row 160000 06:55:26 (129720712) -- Row 170000 06:55:27 (135000712) -- Row 180000 06:55:27 (140280712) -- Row 190000 06:55:27 (145560712) -- Row 200000 06:55:27 (150840712) -- Row 210000 06:55:27 (156120712) -- Row 220000 06:55:27 (161400712) -- Row 230000 06:55:27 (166680712) -- Row 240000 06:55:27 (171960712) -- Row 250000 06:55:27 (177240712) -- Row 260000 06:55:27 (182520712) -- Row 270000 06:55:27 (187800712) -- Row 280000 06:55:27 (193080712) -- Row 290000 06:55:27 (198360712) -- Row 300000 06:55:27 (203640712) -- Row 310000 06:55:27 (208920712) -- Row 320000 06:55:27 (214200712) -- Row 330000 06:55:27 (219480712) -- Row 340000 06:55:27 (224760712) -- Row 350000 06:55:27 (230040712) -- Row 360000 06:55:27 (235320712) -- Row 370000 06:55:27 (240600712) -- Row 380000 06:55:27 (245880712) -- Row 390000 06:55:27 (251160712) -- Row 400000 06:55:27 (252884360) -- End loop 06:55:27 (1241264) -- Free */

    Read the article

  • S3 Backup Memory Usage in Python

    - by danpalmer
    I currently use WebFaction for my hosting with the basic package that gives us 80MB of RAM. This is more than adequate for our needs at the moment, apart from our backups. We do our own backups to S3 once a day. The backup process is this: dump the database, tar.gz all the files into one backup named with the correct date of the backup, upload to S3 using the python library provided by Amazon. Unfortunately, it appears (although I don't know this for certain) that either my code for reading the file or the S3 code is loading the entire file in to memory. As the file is approximately 320MB (for today's backup) it is using about 320MB just for the backup. This causes WebFaction to quit all our processes meaning the backup doesn't happen and our site goes down. So this is the question: Is there any way to not load the whole file in to memory, or are there any other python S3 libraries that are much better with RAM usage. Ideally it needs to be about 60MB at the most! If this can't be done, how can I split the file and upload separate parts? Thanks for your help. This is the section of code (in my backup script) that caused the processes to be quit: filedata = open(filename, 'rb').read() content_type = mimetypes.guess_type(filename)[0] if not content_type: content_type = 'text/plain' print 'Uploading to S3...' response = connection.put(BUCKET_NAME, 'daily/%s' % filename, S3.S3Object(filedata), {'x-amz-acl': 'public-read', 'Content-Type': content_type})

    Read the article

  • Objective-C Getter Memory Management

    - by Marian André
    I'm fairly new to Objective-C and am not sure how to correctly deal with memory management in the following scenario: I have a Core Data Entity with a to-many relationship for the key "children". In order to access the children as an array, sorted by the column "position", I wrote the model class this way: @interface AbstractItem : NSManagedObject { NSArray * arrangedChildren; } @property (nonatomic, retain) NSSet * children; @property (nonatomic, retain) NSNumber * position; @property (nonatomic, retain) NSArray * arrangedChildren; @end @implementation AbstractItem @dynamic children; @dynamic position; @synthesize arrangedChildren; - (NSArray*)arrangedChildren { NSArray* unarrangedChildren = [[self.children allObjects] retain]; NSSortDescriptor* sortDescriptor = [[NSSortDescriptor alloc] initWithKey:@"position" ascending:YES]; [arrangedChildren release]; arrangedChildren = [unarrangedChildren sortedArrayUsingDescriptors:[NSArray arrayWithObject:sortDescriptor]]; [sortDescriptor release]; [unarrangedChildren release]; return [arrangedChildren retain]; } @end I'm not sure whether or not to retain unarrangedChildren and the returned arrangedChildren (first and last line of the arrangedChildren getter). Does the NSSet allObjects method already return a retained array? It's probably too late and I have a coffee overdose. I'd be really thankful if someone could point me in the right direction. I guess I'm missing vital parts of memory management knowledge and I will definitely look into it thoroughly.

    Read the article

< Previous Page | 47 48 49 50 51 52 53 54 55 56 57 58  | Next Page >